Invalid |
I don't think this is a rules question, but it might be. If so, sorry.
Create water has the caveat This water disappears after 1 day if not consumed.
What would your creative solution to getting around that be? I'm GMing a game that has a lot of people using that to create high volumes of water, but that part of the spell sort of puts a damper on those plans.
I could just house rule it, or make a custom magic item, but I'd prefer to find some way within the mechanics of the game that'd work.
It'd have to deal with huge amounts of water at a time, and being cheap would be a plus side. Creative interpretations of 'consumed' are welcome and probably necessary.
I'd love to hear your ideas!
Argus The Slayer |
Create a new spell?
Greater Create Water
School conjuration (creation) [water]; Level cleric 2, druid 2, paladin 3
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect up to 4 gallons of water/level
Duration instantaneous
Saving Throw none; Spell Resistance no
This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles.
Invalid |
I understand it's intentional, but RAW can be worked around. Also, this isn't the players doing it, it's me using it as a plot point (So I basically have free reign to do anything, even if it's cheesy)
As for siccatite, that's an interesting idea. After reading it, it might even be better to go for the hot version and evaporate it. It'd be a bit of a stretch, but plausible.
Ckorik |
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I understand it's intentional, but RAW can be worked around. Also, this isn't the players doing it, it's me using it as a plot point (So I basically have free reign to do anything, even if it's cheesy)
As for siccatite, that's an interesting idea. After reading it, it might even be better to go for the hot version and evaporate it. It'd be a bit of a stretch, but plausible.
A decanter of endless water produces 30 gallons a round at max flow. Why not just use one of those and avoid all the mental gymnastics to cheese a cantrip?
Invalid |
A decanter doesn't really produce the flow I need. I'm looking for enough water to keep a large kingdom running, which by my calculations would be around 76 million gallons per day. A decanter costs 4.5k gold to be crafted, and would produce about 2.5 million gallons per day, so you'd need 31 of them, which would come up to 139k gold. A first level caster kept as a slave could produce 115,000 gallons per day, which means you would need about 22 caster slaves to produce that. Assuming that spaces have no upkeep cost since they can expend a level one spell slot to be fully fed, that means it'd have to cost over 220ish gold to capture a caster for it to be less price effective then a decanter. In the setting I have in mind a 100 gold bounty would probably be enough to capture a Druid, even less if you hire a squad to do it.
Overall you'd need 661ish caster to fuel the nation, which would be 66,100 gold, less then half the price.
Plus it's a good evil kingdom plot hook.
Ckorik |
A decanter doesn't really produce the flow I need. I'm looking for enough water to keep a large kingdom running, which by my calculations would be around 76 million gallons per day. A decanter costs 4.5k gold to be crafted, and would produce about 2.5 million gallons per day, so you'd need 31 of them, which would come up to 139k gold. A first level caster kept as a slave could produce 115,000 gallons per day, which means you would need about 22 caster slaves to produce that. Assuming that spaces have no upkeep cost since they can expend a level one spell slot to be fully fed, that means it'd have to cost over 220ish gold to capture a caster for it to be less price effective then a decanter. In the setting I have in mind a 100 gold bounty would probably be enough to capture a Druid, even less if you hire a squad to do it.
Overall you'd need 661ish caster to fuel the nation, which would be 66,100 gold, less then half the price.
Plus it's a good evil kingdom plot hook.
Casters that can't operate 24x7 - and if pushed too much will collapse and die. They also need housing, clothing, food, water (for themselves) etc.
Decanters cost money once and are done. I'd just make magic illegal and put bounties on any caster heads - with perhaps a very high tax that allows a legal magic license....
bitter lily |
Why... do you need water you're not using?
This evil kingdom obviously isn't just putting the water into magic fountains for a desert-country's townsfolk to go get a daily bucket of drinking & cooking water out of. The spell would work for that.
Are you building a lake in a desert? Trying to **flood** another kingdom as an attack? At least one inquiring mind wants to know!
Da Wander |
drop the created water into a pool/stream/river and have one (or more) water elementals "consume" it thru a vortex, or maybe just thru the water elemental itself.
OH! and I think it would be better to have this created with a religious order rather than a group of slaves. Higher level clerics (more than level 1) could create more water, with a 5th level cleric for example doing the work of five 1st levels.
Azothath |
try reading spells and world changing shenanigans thread.
Decanter of Endless Water creates a lot of water that lacks the disappears after 24hrs statement.
Raise Water can produce interesting results for awhile (can you flood a dungeon with a glass of water?).
Azothath |
mundane living organisms (like algae, amoeba, fungi, human, camel, horses, orangutan) are not a super fast way of 'consuming' water for magical water 'purification' into a permanent substance. Cells have to regulate their water content carefully or die.
Spongebob might be your best bet.
I do not agree that evaporation (a phase change of liquid to gaseous) constitutes consumption. The consume statement was added for utility purposes to balance the 24hr disappear statement, didn't want people suddenly drying out and dying 24hrs later.
Remember that Create Water is a divine spell and deific agents will show up if the spell is being unusually abused.